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Everything posted by Cantriped

I should clarify that when I said PDF of the rulesbook I meant a PDF of CC/FHC (which are very nicely organized and bookmarked)... It takes me forever to find anything in 6e V1&2 so I rarely use them.
For in-session reference I vastly prefer to have hard-copies of the rules handy. During play I only use PDFs to reference seldom-used NPCs.

I feel like using HD in 6th (and particularly with CC/FHC) is actually harder than just using a word-processing program and a PDF rulesbook to create content.
To be fair though... filling out paper sheets for HERO is a nightmare, so HD does still have potential value to my CC/FHC players.

Yes. As in Offensive Combat Value, Defensive Combat Value, and Ego Combat Value (or Offensive and Defensive Mental Combat Value respectively in Sixth Edition).
Sixth edition removed the distinction between and concept of Figured Characteristics in an attempt to make the core system simpler mathematically speaking I suppose. So things like your Combat Values, Defenses, etc, are always and only purchased separately from the Characteristics that they used to be based on. This has an irrelevant impact (to my argument currently) on the point costs of characters adapted during play. The changes were accounted for in changes made to the number of points characters start with (a Low-Powered Superhero is built on 240+60 CP for example), but the assumptions behind character design didn't change. So two Low-Powered Superheroes (one from Fifth and Sixth respectively) will generally be equally matched despite being built on different numbers of their edition's points. That makes it easier to use old assets once you get used to the fairly minor changes in format between the two editions, and softens the blow of converting if that matters at all.
Hexes/Inches were the base unit of measure in fifth edition, with those units typically being equal to 2 meters across. In sixth they abolished those codified assumptions of scale, and measured everything in actual Meters instead; using 2m Hexes as the suggested, but not assumed map scale. Ergo why one must double the Inch/Hex values of fifth edition assets to determine their sixth edition equivalents.
Yes COM is important if you have a high or low COM, but for those with NCM levels of COM its impact is negligible. However, for levels in excess of "normal", Striking Appearance absorbed all of Comeliness's mechanical effects in sixth edition. So in play you can mentally convert their excess COM into the appropriate amount and form of Striking Appearance.
I would very much like that. Sheets for Normals have the most forwards compatibility of any fifth edition assets, besides vehicles maybe. This is doubly true if you make reference to existing commonly used equipment. Stuff more likely to appear in both editions, like the bog standard firearms, melee weapons, and body armor that can be found in any HERO System core rulebook.

I did admit it is an irrational response.
In terms of raw differences there are lots of threads that can point out all the exact differences, but the summary from a "use-during-play perspective" is this:
When using a 5th Edition Asset in 6th Edition most of the sheet can simply be used as is except:
Total Costs are almost always wrong (for numerous minor reasons), but the ranges things fall into are about the same. For example, an Agent or Normal Person in 5th and 6th edition still have basically the same Combat Values, Defenses, Attack DCs, etc (I hear they were typically lower in 4th, but that isn't currently relevant). So I have to rebuild anything for which knowing what it is actually worth matters, otherwise any cost changes are irrelevant as it works better if NPCs simply have as many points as they need.
Comeliness can be ignored, or converted into levels of Striking Appearance if the Asset has a noteworthy value.
Combat Values are located next to DEX (and EGO) as a statistic figured by it, instead of on separate lines. Your BODY is also mixed in with your Primary Characteristics in 5th, instead of located near your STUN and END like it is in 6th.
You double Inches to calculate Meters because 6th edition abandoned hardcoded map-scaling.
Some Powers have different names, but work the same. Use and adjudicate them as their sixth edition equivalent (you can find lists of the name changes in the PDF that comes with Champions Complete, and IIRC there is an article describing the changes in the 6th edition rules as well.
Some Powers are so different they cannot really be used as is. Entangle to create Walls, Healing to Regenerate, and Force Walls all changed significantly enough to make it worth taking time out of game and converting them to their 6th edition equivalents before hand. Entangle, in particular, just doesn't work the same as it did in 5e regarding how it interacts with Area of Effect.
Elemental Controls were replaced by a Limitation called Unified Power that serves the same mechanical function; you can just treat them as Unified Powers and try to ignore the irrelevant framework notation.
Because I run Champions Compete instead of The HERO System Sixth Edition I also have to make the following changes:
Ignore Classes of Minds (in a rebuild this would always save a Mentalist from an older edition points, but since it generally wasn't counted against the dice of effect given them, I just apply the appropriate limitations mentally, such as Mind Control Xd6, Only Vs. Human Minds).
Implode Skills (in a rebuilt this would always save the character points, so again, I just mentally apply the appropriate limitation, such as Animal Handler, Only Vs. Horses...)

Arg... okay, one final note: On both Google Play and in the program itself you note that the HERO Generator is for generating a "5e character". I would suggest replacing that with generating a "character using The HERO System Fifth Edition" or generating a "Fifth Edition HERO Character". The feature should cite the proper name of the ruleset and edition it is compatible with without assuming that the user will know the same acronyms you do. An average (I.E. generally stupid because this is the Internet yo) user might think the feature makes 5th edition D&D characters as that is the system most commonly associated with the terms "5th" and "5e", and rate the product poorly because he doesn't even know HERO is a thing.

I was really excited to this this on Google Play, thank you for writing this wonderful program. I hope to use it in my future campaigns.
I strongly second the suggestion for a Sixth edition compatible generator.
I find it irrationally irksome that this Newly Released program prominently features a function for generating characters that aren't compatible with the Most Recent edition of the ruleset it was designed for...
Between the use of Elemental Controls in every single character I've seen it generate, and the fact that the 5th edition format you used for Characteristics omit entries for certain vital Characteristics (such as Combat Values), this feature is completely useless to anyone who isn't currently running a 5th edition game and/or isn't intimately familiar with 5th edition (or at the very least has access to the source material). That is still admittedly a significant portion of our GMs, because of the system's dwindling and ossified user base. Regardless, this is especially noteworthy because most of the other 5th edition sources that a 6th Edition GM (like myself) is forced to use, such as from The Ultimate Vehicle, or source books on VIPER and UNTIL, can be used in 6th edition without any modifications and only a cursory knowledge of the differences between 5th and 6th (such as can be learned from the PDF included with Champions Complete) assuming their Total Costs aren't relevant; because all the data you need (such as Combat Values, BODY, STUN, defenses, etc...) is still there, just located elsewhere in the stat-block.
At the very least, you could make the current generator far more usable to 6th edition GMs by adding entries to the Characteristics tab to display those vital statistics which were Figured in 5th, but are Primary in 6th (such as Combat Values), and are currently omitted from the sheet generated by the App.
I recognize that the reason a Fifth Edition generator was released first is because it was written first, by someone who only uses Fifth Edition, and largely for their own purposes (as opposed to being made specifically for this product). However I argue that in hindsight the generator should have been converted to Sixth Edition before either version was included in a program that uses The HERO System Sixth Edition's logo on it's splash screen. Then both could have been released at the same time (with due credit to the original designer and whomever did the conversion work) so that the inclusion of backwards compatibility would have made the product look better, instead of the inclusion of a feature with a lack of compatibility with current editions making the product look worse.
Since the ship has sailed on that possibility, I instead hope you are willing and able to convert and release a sixth edition compatible generator soon. For better or worse your product will be the first exposure tens of thousands of people have to the HERO System (I expect "Hero" is a common search term on Google Play for reasons other than HERO), many of whom, if their interest is piqued, are more likely to purchase Champions or Fantasy Hero Complete to try it out than a bullet-proof rulebook (because I also expect most of them already have Pathfinder Core Rulebooks in case they need a breastplate) such as the Fifth or Sixth edition rulebooks (assuming they were equally available).
My complaints aside. Thank you again for this product. I've gave it 5 Stars on Google Play, and I'll be testing it at my next Champions session this week.
PS: I just downloaded the update and look forward to playing with the Cruncher! I think it will be invaluable when building characters. I usually have to use my calculator App, and adjusting the values to find a breakpoint is sometimes a pain.

Indeed, there are very few historical suits of armor that cover every Hit Location (Gothic Plate being the only one I can think of off the top of my head). Almost all historic armor would use one of the variants of Armor Coverage. For odd corner cases you can use my Hit Location Probability Charts to calculate the actual chances of being hit in an unarmored location, and use that to calculate the appropriate Activate Roll/Armor Coverage Level; that is literally one of the purposes I wrote them for.
An issue that isn't made any easier by the fact that the Mass limitation is just god-awfully awkward to use. The Expanded Focus System or my simplified variant is much better in that regard since you can simply define the appropriate Mass for the Foci (which in my system determines the Foci's BODY, and in some cases increases the modifier's Limitation value).

Thank you for the credit! I also want to mention that I have really enjoyed watching this thread (and thus your world) develop. I might not like (or comment upon) every individual section. But it is clear from your posts the level of attention and love you are giving the setting. Finances allowing I'll probably be purchasing a copy when it becomes available!
Meanwhile, back on topic:
Realistic weapons and armor are their own special kind of researchers hell.
I'm certainly no expert, but my research (mostly conducted online) indicates that mechanically speaking there are really only four 'types' of armor:
Cloth Armor: One of the broadest categories, "Cloth Armor" includes all your pliant forms of protection: including comic book super-suits, soft leather armors, quilted/padded cloth armor, early bullet proof armors made from silk, etc.)
Chain Armor: This category is the narrowest, it typically only refers to pliant forms of protection composed of interlocking metal rings worn over some kind of pliant material (to prevent chafing and pinching). However, in a fantasy or sci-fi setting materials other than metal might become practical. For example, elves/druids might use magic to make wooden chainmail possible, dwarves might use magic to make stone chainmail possible.
Scale Armor: Another fairly narrow category, it typically refers to semi-pliant forms of protection composed of fairly small metal plates ("scales") affixed to a pliant backing. I also include Brigandine (aka lamellar armor), Coinmail and Ringmail (coins/rings sewn unto a leather backing, the closest realistic equivalent to Studded Leather of D&D fame) in this category. The differences between "Scale Armor" and "Plate Armor" (see below) are mostly just in regard to the size of the rigid bits, and how they are affixed to the backing (if at all)
Plate Armor: Likely the broadest category (in terms of number of real-world styles and materials represented), Plate Armor includes all of your rigid forms of protection, including some typically classified as "light armor". The lightest "Plate Armor" likely being Cuir Bouilli (aka boiled leather armor), and the heaviest being Gothic Plate Armor (which was composed of interlocking plates to allow almost full mobility, and basically had to be made custom for the wearer) (aka the "Full Plate" of D&D fame). However this category also includes Splint and Banded (aka Laminar armor) such as was used by many cultures (including the Romans and Japanese).
Most importantly though... almost none of the real-world armor's were composed of just one category. They were almost all piece-mail and covered different parts of the body (Hit Locations) with different categories of armor (providing differing levels of Resistant Protection depending on category and material). All of which makes it really awkward to try to represent both realistically and mechanically in Hero. For example, almost every form of Plate Armor is worn over what could be classified as Cloth Armor (typically a quilted or padded armor of some kind), and with the exception of Gothic Plate the Cloth Armor covers parts of the body (Hit Locations) that the Plate Armor cannot (joints usually).
An example of how I handle some of these issues can be found in my Bell Cranel example. Under Normal Equipment, he is listed as wearing a suit of (soft leather) Cloth Armor covering almost every location, over which he wears a suit of very light (metal) Plate Armor that only covers a few locations (IIRC it is little more than a half-breastplate, pauldrans, faulds, greaves, and bracers).

Than one is Chaotic Evil, and the other is Lawful Evil. Either one will stab you in the face while laughing manically. However the first will stuff your corpse in their tiny car and push it off a cliff... just for the lolz. The second will leave a suicide note, and make sure it looks like you were driving.

Most "Snacks" should simply be considered a fraction of a meal (such as 1/2 or 1/3 of a Meal). I think they'd generally only be important when you need to eat now, but for whatever reason don't have time or ability to prepare a full meal (such as before battle, or in a dungeon). Snacks packed by adventurers would usually be preserved or otherwise long-lasting, and require little to no effort to go from stowed to edible. Tactically though, the only time players will care about them is if they provide some kind short term benefit (such as +1 REC for 1 Hour after consumption). However at the same time, you have to be sure that whatever short term benefits Snacks provide is outweighed (and doesn't stack with) the longer-term benefits of full Meals. Otherwise your PCs will subsist on "Junk-food" and shun taking the time to prepare full meals or gorge themselves for "maximum power".
Of course all this talk of meal categories and fractions of a meal are kind of overboard considering that the Hero System doesn't really have detailed rules for eating, drinking, and starvation. So ideally any Campaign covering food in enough detail to make such distinctions worthwhile will also need some optional rules for Nutrition and Starvation the GM can use to up the grittiness of the campaign and justify having a robust nutrition and starvation resolution system.
Personally, I really like it when a fantasy story deals with the necessity of food and drink appropriately. Examples of such stories that come to mind are The Hobbit, Drowtales (http://www.drowtales.com/), and Dungeon Meshi (http://www.readmanga.eu/manga/42398/Dungeon-Meshi).

You could call it a "Group Meal" instead of a "Dinner" then, since the latter term defines when the meal is served, not how many​ it serves. Group Meal is sort of generic I'll grant you, but categories tend to be like that so I don't think it has to be overly flowery.
Banquet also has evening-time connotations, but less strongly, maybe you could use "Hearty Group Meal" instead. Which is also is less flavorful, but follows the convention established by the previous entries that "Hearty" means "Enough For All Day" and "Group" means "Serves Up To Six".
That would leave you with Snack, Meal, Hearty Meal, Group Meal, and Hearty Group Meal as categories.
I wouldn't go so far as to suggest breaking down snacks into "Hearty" and "Group" categories though, because the lowest category for "magical food" is the Hearty Meal, so players won't really care about Snacks and Meals as long as they aren't literally starving.

I like the idea of magical food. While not every GM would use it, it feels like a really nice element to add depth to a setting. The Kingdom of Grischun (FHC's included Setting) makes mention of Makers (artisan-spellcasters) who Make magical food and drink. It even includes a few examples, such as Sweet Beer​ (Healing END), and Waybread ​(LS: Does Not Eat for 1 Day). Briefly my wife worked on a campaign idea that involved the party investigating an island with magically altered plants whose berries were mutating the local animals.

That makes sense, and temporary CP losses/investments seem like a reasonable meta-cost. For in-world cost the most appropriate system that I can think of is to require special material components you can control the availability of.
I am rather fond of the "Alternate Magical Item Creation" rules from Fantasy Hero (which are the same in both the 5th and 6th edition versions of the book) for enforcing a meta-cost for producing magical items in campaigns where such things don't normally cost CP to own. But I've never really had a chance to play-test their impact on a campaign.
My current line of thinking on wondrous items (which I employed in the creation of the Necromancer in the Downloads section), is that paying CP for a wondrous item generally gives the character the 'right' to make or acquire replacements of it*. If they choose not to replace it, they sell it off and get the CP back. If they choose to make extras for their allies, or an enemy steals and keeps it, the ally/enemy must pay CP for it too. The in-game explanation for the cost might be that you must invest a certain amount of time/energy in a wondrous item to bond with it and unlock its abilities or learn how it works (this is especially appropriate for items that 'choose their owners' or have 'mental command words' that only the item itself can teach you).
*Sort of like how Captain Cold in the Flash TV Show stole his freeze-gun, but learned how to repair/rebuild it if the original is damaged or destroyed.

In one of the old JRPGs (Dragon Warrior III). There was an item you could acquire called the Golden Claw. As long as it was in your inventory, it doubled your chances of random encounters. Your mention of items with their own Hunted Complications associated with them reminded me of it.
I'm not really very fond of the idea of the GM charging characters for equipment (even magical equipment) they find in a campaign that the GM is going to permanently take away. I don't believe a character should ever be docked points due to in-game circumstances, if a character cannot replace the lost item they paid for, they should get the points they spent back. That is one of the reasons I like Resource Points so much, they strike a nice balance between the Heroic and Superheroic rules for equipment.
I do really like the idea of attaching Complications to Equipment though (regardless of whether or not players are actually paying for said equipment with CP).

Have you ever wondered what the odds were of your enemies hitting you in the vitals? Or wanted to calculate the appropriate value for an unusual combination protected locations when applying Armor Coverage to a suit of piece mail? Well ponder no longer, I've run the numbers for you! Presented herein is a table displaying the percentage chances of getting any given result on Hit Location Chart, and a break down of the possible results used to calculate that percentage chance.
Update 1.5: As of this update, this document no longer lists the potential results used to calculate the odds (In other words I'm no longer showing my work). Instead the document simply lists both the odds and percentage chances for every possible result die result, and also for every specific hit location (such as the head or hands). Also included in this update are similar tables for each of the special hit location groups (such as the head-shot or high-shot).

For all of you fans of Dark Fantasy I present the Human Necromancer.
The human necromancer is a standard heroic character suitable for use as a minor villain or PC in an evil campaign. The human necromancer animates and commands a small army of Animated Skeletons to do their bidding, wields dark magic, and carries several macabre wonderous items of thier own creation. The Animated Skeleton's Summoned by the human necromancer are not included in this file, but can be found elsewhere in the Downloads Section; see Animated Skeleton (Heroic Fantasy) for that file.

For all of you Dark Fantasy fans out there I present the Animated Skeleton.
The animated skeleton is a fairly simple undead creature suitable for encounters against standard heroic characters. This is the Animated Skeleton Summoned by the Human Necromancer's Animate Skeleton and Command Skeleton spells.

I love my 5th edition copy of Dark Champions. It has tons of invaluable information about real world firearms and other modern equipment (most of which is still compatible with 6th edition). Although the templates aren't compatible with 6th edition, there is a document containing updated versions of all of them available in PDF format here in the store.

Bell Cranel is the protagonist of the animated series Familia Myth (aka: "Is It Wrong To Try To Pick Up Girls In A Dungeon"). The version of him presented herein represents his capabilities at the beginning of Episode 8 "(Argonaut) / A Hero's Aspiration". I enjoyed the series, and chose to write the character up for fun.

For all of you horror fans out there I present the "Plague Zombie" for Fantasy Hero Complete.
This terrifying enemy is the bane of the living (and your players), and the perfect adversary for a Zombie Survival horror campaign. The plague zombie's disease ridden bite is highly infectious, and lethal. A single bite from this enemy will kill any human with less than 16 BODY in 32 seconds. Any human that dies within 6 hours of being bitten by a Plague Zombie immediately rises as one themselves.